TAG: Ranvier

Initial release of Pinwheel

January 26, 2019 8:25 PM

by Andrew Zigler

After about six months of work, my Pinwheel MUD engine (a variant of Ranvier) is finally in a usable, distributable state with the groundwork needed to add any variety of features. Up until now, I was rewriting all of the source files and making changes to the entities to support full persistence and a web server. I’ve also made numerous changes to the underlying architecture of the engine and reduced the discrepancies between player and non-player characters. As of now, it’s possible for someone to clone the repository, npm install, and with a single command launch a conjoined MUD-web server that’s ready for content and gameplay.

My 2018 in review: Udacity and beyond!

December 24, 2018 3:25 AM

by Andrew Zigler

We’re almost another revolution around the sun and a lot has changed for me this year. I won a Google scholarship, got a promotion, completed a Udacity Nanodegree, lost some weight, and worked on lots of cool side projects. Now as we slide through December, I’m looking back on this year and what it’s meant to me.

MUD Cookbook: design meets implementation

September 29, 2018 10:08 PM

by Andrew Zigler

Lately, I’ve had a laser focus that’s consumed me in my latest project, Pinwheel: a fork of Ranvier, a MUD engine in JavaScript. This fork started as a question: can I add a web server to a MUD engine? The answer—which I found out pretty quickly—is yes. With that done, I turned my attention to the rest of the code. I started to rip things out and move them around. Even after weeks of tinkering with it, I’m genuinely fascinated by how this stranger’s software works. Reorganizing the blocks bit by bit, rewriting some parts entirely… all of it is rewarding. The silent reflection of teaching yourself another person’s code is oddly zen-inducing.

Like minds that like MUDs

August 30, 2018 8:02 PM

by Andrew Zigler

In a recent post, I made the case for MUDs in modern times which explored the niche that MUDs occupy on the internet. As a longtime player of MUDs, I started learning to code in order to tinker with downloaded codebases, trying endlessly to run ancient makefiles and compile spaghetti code hobbled together by lots of strangers on SourceForge. It was fun, but hardly effective!

The case for MUDs in modern times

June 28, 2018 4:23 AM

by Andrew Zigler

In the age of smart devices and instant entertainment, can a medium as old as MUDs survive? Driven entirely by text, these Multi-User Dimensions ― or Dungeons, or Domains, or so many other options that they’re often called MU* ― are virtual worlds that consist entirely of text. Often outfitted as RPG-style games, these platforms are also home to niche internet communities on the fringes of the web. The servers are accessed via a telnet client, which is easy enough to launch in a command line. But there are a few popular applications that many longtime players opt to use. They’re rather reminiscent of the various chat programs built up around the IRC protocol, and provide simple functionality like logging, colors, aliases, triggers, timers, and even mapping.